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# GPL # "authors": dudecon, jambay
# Module notes:
#
# Grout needs to be implemented.
# consider removing wedge crit for small "c" and "cl" values
# wrap around for openings on radial stonework?
# auto-clip wall edge to SMALL for radial and domes.
# unregister doesn't release all references.
# repeat for opening doesn't distribute evenly when radialized - see wrap around
# if opening width == indent*2 the edge blocks fail (row of blocks cross opening).
# if openings overlap fills inverse with blocks - see h/v slots.
# Negative grout width creates a pair of phantom blocks, separated by grout
# width, inside the edges.
# if block width variance is 0, and edging is on, right edge blocks create a "vertical seam"
from random import random
from math import (
fmod, sqrt,
sin, cos, atan,
pi as PI,
)
# Set to True to enable debug_prints
DEBUG = False
SMALL = 0.000000000001
# for values that must be != 0; see UI options/variables - sort of a bug to be fixed
NOTZERO = 0.01
# Global variables
# ------------------------
settings = {
'w': 1.2, 'wv': 0.3, 'h': .6, 'hv': 0.3, 'd': 0.3, 'dv': 0.1,
'g': 0.1, 'gv': 0.07, 'gd': 0.01, 'gdv': 0.0, 'b': 0, 'bv': 0,
'f': 0.0, 'fv': 0.0, 't': 0.0, 'sdv': 0.1, 'hwt': 0.5, 'aln': 0,
'wm': 0.8, 'hm': 0.3, 'dm': 0.1,
'woff': 0.0, 'woffv': 0.0, 'eoff': 0.3, 'eoffv': 0.0, 'rwhl': 1,
'hb': 0, 'ht': 0, 'ge': 0, 'physics': 0
}
"""
settings DOCUMENTATION:
'w':width 'wv':widthVariation
'h':height 'hv':heightVariation
'd':depth 'dv':depthVariation
'g':grout 'gv':groutVariation 'gd':groutDepth 'gdv':groutDepthVariation
'b':bevel 'bv':bevelVariation
'f':flawSize 'fv':flawSizeVariation 'ff':flawFraction
't':taper
'sdv':subdivision(distance or angle)
'hwt':row height effect on block widths in the row (0=no effect,
1=1:1 relationship, negative values allowed, 0.5 works well)
'aln':alignment(0=none, 1=rows w/features, 2=features w/rows)
(currently unused)
'wm':width minimum 'hm':height minimum 'dm':depth minimum
'woff':row start offset(fraction of width)
'woffv':width offset variation(fraction of width)
'eoff':edge offset 'eoffv':edge offset variation
'rwhl':row height lock(1 is all blocks in row have same height)
'hb':bottom row height 'ht': top row height 'ge': grout the edges
'physics': set up for physics
"""
# dims = area of wall (face)
# ------------------------
dims = {
's': 0, 'e': PI * 3 / 2, 'b': 0.1, 't': 12.3
} # radial
"""
dims DOCUMENTATION:
's':start x or theta 'e':end x or theta 'b':bottom z or r 't':top z or r
'w' = e-s and h = t-b; calculated to optimize for various operations/usages
dims = {'s':-12, 'e':15, 'w':27, 'b':-15., 't':15., 'h':30}
dims = {'s':-bayDim/2, 'e':bayDim/2, 'b':-5., 't':10.} # bay settings?
"""
# ------------------------
radialized = 0 # Radiating from one point - round/disc; instead of square
slope = 0 # Warp/slope; curved over like a vaulted tunnel
# 'bigblock': merge adjacent blocks into single large blocks
bigBlock = 0 # Merge blocks
# Gaps in blocks for various apertures
# ------------------------
openingSpecs = [
{'w': 0.5, 'h': 0.5, 'x': 0.8, 'z': 2.7, 'rp': 1, 'b': 0.0,
'v': 0, 'vl': 0, 't': 0, 'tl': 0}
]
"""
openingSpecs DOCUMENTATION:
'w': opening width, 'h': opening height,
'x': horizontal position, 'z': vertical position,
'rp': make multiple openings, with a spacing of x,
'b': bevel the opening, inside only, like an arrow slit.
'v': height of the top arch, 'vl':height of the bottom arch,
't': thickness of the top arch, 'tl': thickness of the bottom arch
"""
# Add blocks to make platforms
# ------------------------
shelfExt = 0
shelfSpecs = {
'w': 0.5, 'h': 0.5, 'd': 0.3, 'x': 0.8, 'z': 2.7
}
"""
shelfSpecs DOCUMENTATION:
'w': block width, 'h': block height, 'd': block depth (shelf size; offset from wall)
'x': horizontal start position, 'z': vertical start position
"""
# Add blocks to make steps
# ------------------------
stepMod = 0
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stepSpecs = {
'x': 0.0, 'z': -10, 'w': 10.0, 'h': 10.0,
'v': 0.7, 't': 1.0, 'd': 1.0
}
"""
stepSpecs DOCUMENTATION:
'x': horizontal start position, 'z': vertical start position,
'w': step area width, 'h': step area height,
'v': riser height, 't': tread width, 'd': block depth (step size; offset from wall)
"""
stepLeft = 0
shelfBack = 0
stepOnly = 0
stepBack = 0
# switchable prints
def debug_prints(func="", text="Message", var=None):
global DEBUG
if DEBUG:
print("\n[{}]\nmessage: {}".format(func, text))
if var:
print("Error: ", var)
# pass variables just like for the regular prints
def debug_print_vars(*args, **kwargs):
global DEBUG
if DEBUG:
print(*args, **kwargs)
# easier way to get to the random function
def rnd():
return random()
# random number from -0.5 to 0.5
def rndc():
return (random() - 0.5)
# random number from -1.0 to 1.0
def rndd():
return (random() - 0.5) * 2.0
# Opening Test suite
# opening test function
def test(TestN=13):
dims = {'s': -29., 'e': 29., 'b': -6., 't': TestN * 7.5}
openingSpecs = []
for i in range(TestN):
x = (random() - 0.5) * 6
z = i * 7.5
v = .2 + i * (3. / TestN)
vl = 3.2 - i * (3. / TestN)
t = 0.3 + random()
tl = 0.3 + random()
rn = random() * 2
openingSpecs += [{'w': 3.1 + rn, 'h': 0.3 + rn, 'x': float(x),
'z': float(z), 'rp': 0, 'b': 0.,
'v': float(v), 'vl': float(vl),
't': float(t), 'tl': float(tl)}]
return dims, openingSpecs
# dims, openingSpecs = test(15)
# For filling a linear space with divisions
def fill(left, right, avedst, mindst=0.0, dev=0.0, pad=(0.0, 0.0), num=0,
center=0):
__doc__ = """\
Fills a linear range with points and returns an ordered list of those points
including the end points.
left: the lower boundary
right: the upper boundary
avedst: the average distance between points
mindst: the minimum distance between points
dev: the maximum random deviation from avedst
pad: tends to move the points near the bounds right (positive) or
left (negative).
element 0 pads the lower bounds, element 1 pads the upper bounds
num: substitutes a numerical limit for the right limit. fill will then make
a num+1 element list
center: flag to center the elements in the range, 0 == disabled
poslist = [left]
# Set offset by average spacing, then add blocks (fall through);
# if not at right edge.
if center:
curpos += ((right - left - mindst * 2) % avedst) / 2 + mindst
if curpos - poslist[-1] < mindst:
curpos = poslist[-1] + mindst + rnd() * dev / 2
# clip to right edge.
if (right - curpos < mindst) or (right - curpos < mindst - pad[1]):
poslist.append(right)
return poslist
else:
poslist.append(curpos)
if num:
idx = len(poslist)
while idx < num + 1:
curpos += avedst + rndd() * dev
if curpos - poslist[-1] < mindst:
curpos = poslist[-1] + mindst + rnd() * dev / 2
poslist.append(curpos)
idx += 1
return poslist
# make block edges
else:
while True: # loop for blocks
curpos += avedst + rndd() * dev
if curpos - poslist[-1] < mindst:
curpos = poslist[-1] + mindst + rnd() * dev / 2
# close off edges at limit
if (right - curpos < mindst) or (right - curpos < mindst - pad[1]):
poslist.append(right)
return poslist
else:
poslist.append(curpos)
# For generating block geometry
def MakeABlock(bounds, segsize, vll=0, Offsets=None, FaceExclude=[],
bevel=0, xBevScl=1):
__doc__ = """\
MakeABlock returns lists of points and faces to be made into a square
cornered block, subdivided along the length, with optional bevels.
bounds: a list of boundary positions:
0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
segsize: the maximum size before lengthwise subdivision occurs
vll: the number of vertexes already in the mesh. len(mesh.verts) should
give this number.
Offsets: list of coordinate delta values.
Offsets are lists, [x,y,z] in
[
0:left_bottom_back,
1:left_bottom_front,
2:left_top_back,
3:left_top_front,
4:right_bottom_back,
5:right_bottom_front,
6:right_top_back,
7:right_top_front,
]
FaceExclude: list of faces to exclude from the faces list. see bounds above for indices
xBevScl: how much to divide the end (+- x axis) bevel dimensions. Set to current average
radius to compensate for angular distortion on curved blocks
"""
slices = fill(bounds[0], bounds[1], segsize, segsize, center=1)
points = []
faces = []
if Offsets is None:
points.append([slices[0], bounds[4], bounds[2]])
points.append([slices[0], bounds[5], bounds[2]])
points.append([slices[0], bounds[5], bounds[3]])
points.append([slices[0], bounds[4], bounds[3]])
for x in slices[1:-1]:
points.append([x, bounds[4], bounds[2]])
points.append([x, bounds[5], bounds[2]])
points.append([x, bounds[5], bounds[3]])
points.append([x, bounds[4], bounds[3]])
points.append([slices[-1], bounds[4], bounds[2]])
points.append([slices[-1], bounds[5], bounds[2]])
points.append([slices[-1], bounds[5], bounds[3]])
points.append([slices[-1], bounds[4], bounds[3]])
else:
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points.append([slices[0] + Offsets[0][0], bounds[4] + Offsets[0][1], bounds[2] + Offsets[0][2]])
points.append([slices[0] + Offsets[1][0], bounds[5] + Offsets[1][1], bounds[2] + Offsets[1][2]])
points.append([slices[0] + Offsets[3][0], bounds[5] + Offsets[3][1], bounds[3] + Offsets[3][2]])
points.append([slices[0] + Offsets[2][0], bounds[4] + Offsets[2][1], bounds[3] + Offsets[2][2]])
for x in slices[1: -1]:
xwt = (x - bounds[0]) / (bounds[1] - bounds[0])
points.append([x + Offsets[0][0] * (1 - xwt) + Offsets[4][0] * xwt,
bounds[4] + Offsets[0][1] * (1 - xwt) + Offsets[4][1] * xwt,
bounds[2] + Offsets[0][2] * (1 - xwt) + Offsets[4][2] * xwt])
points.append([x + Offsets[1][0] * (1 - xwt) + Offsets[5][0] * xwt,
bounds[5] + Offsets[1][1] * (1 - xwt) + Offsets[5][1] * xwt,
bounds[2] + Offsets[1][2] * (1 - xwt) + Offsets[5][2] * xwt])
points.append([x + Offsets[3][0] * (1 - xwt) + Offsets[7][0] * xwt,
bounds[5] + Offsets[3][1] * (1 - xwt) + Offsets[7][1] * xwt,
bounds[3] + Offsets[3][2] * (1 - xwt) + Offsets[7][2] * xwt])
points.append([x + Offsets[2][0] * (1 - xwt) + Offsets[6][0] * xwt,
bounds[4] + Offsets[2][1] * (1 - xwt) + Offsets[6][1] * xwt,
bounds[3] + Offsets[2][2] * (1 - xwt) + Offsets[6][2] * xwt])
points.append([slices[-1] + Offsets[4][0], bounds[4] + Offsets[4][1], bounds[2] + Offsets[4][2]])
points.append([slices[-1] + Offsets[5][0], bounds[5] + Offsets[5][1], bounds[2] + Offsets[5][2]])
points.append([slices[-1] + Offsets[7][0], bounds[5] + Offsets[7][1], bounds[3] + Offsets[7][2]])
points.append([slices[-1] + Offsets[6][0], bounds[4] + Offsets[6][1], bounds[3] + Offsets[6][2]])
faces.append([vll, vll + 3, vll + 2, vll + 1])
for x in range(len(slices) - 1):
faces.append([vll, vll + 1, vll + 5, vll + 4])
vll += 1
faces.append([vll, vll + 1, vll + 5, vll + 4])
vll += 1
faces.append([vll, vll + 1, vll + 5, vll + 4])
vll += 1
faces.append([vll, vll - 3, vll + 1, vll + 4])
vll += 1
faces.append([vll, vll + 1, vll + 2, vll + 3])
return points, faces
# For generating Keystone Geometry
def MakeAKeystone(xpos, width, zpos, ztop, zbtm, thick, bevel, vll=0, FaceExclude=[], xBevScl=1):
__doc__ = """\
MakeAKeystone returns lists of points and faces to be made into a
square cornered keystone, with optional bevels.
xpos: x position of the centerline
width: x width of the keystone at the widest point (discounting bevels)
zpos: z position of the widest point
ztop: distance from zpos to the top
zbtm: distance from zpos to the bottom
thick: thickness
bevel: the amount to raise the back vertex to account for arch beveling
vll: the number of vertexes already in the mesh. len(mesh.verts) should give this number
faceExclude: list of faces to exclude from the faces list.
0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
xBevScl: how much to divide the end (+- x axis) bevel dimensions.
Set to current average radius to compensate for angular distortion on curved blocks
"""
points = []
faces = []
faceinclude = [1 for x in range(6)]
for x in FaceExclude:
faceinclude[x] = 0
Top = zpos + ztop
Btm = zpos - zbtm
Wid = width / 2.0
Thk = thick / 2.0
# The front top point
points.append([xpos, Thk, Top])
# The front left point
points.append([xpos - Wid, Thk, zpos])
# The front bottom point
points.append([xpos, Thk, Btm])
# The front right point
points.append([xpos + Wid, Thk, zpos])
MirrorPoints = []
for i in points:
MirrorPoints.append([i[0], -i[1], i[2]])
points += MirrorPoints
points[6][2] += bevel
faces.append([3, 2, 1, 0])
faces.append([4, 5, 6, 7])
faces.append([4, 7, 3, 0])
faces.append([5, 4, 0, 1])
faces.append([6, 5, 1, 2])
faces.append([7, 6, 2, 3])
# Offset the vertex numbers by the number of vertices already in the list
for i in range(len(faces)):
for j in range(len(faces[i])):
faces[i][j] += vll
return points, faces
# for finding line/circle intercepts
def circ(offs=0., r=1.):
__doc__ = """\
offs is the distance perpendicular to the line to the center of the circle
r is the radius of the circle
circ returns the distance parallel to the line to the center of the circle at the intercept.
"""
offs = abs(offs)
if offs > r:
return None
elif offs == r:
return 0.
else:
return sqrt(r ** 2 - offs ** 2)
# class openings in the wall
class opening:
__doc__ = """\
This is the class for holding the data for the openings in the wall.
It has methods for returning the edges of the opening for any given position value,
as well as bevel settings and top and bottom positions.
It stores the 'style' of the opening, and all other pertinent information.
"""
# x = 0. # x position of the opening
# z = 0. # x position of the opening
# w = 0. # width of the opening
# h = 0. # height of the opening
r = 0 # top radius of the arch (derived from 'v')
rl = 0 # lower radius of the arch (derived from 'vl')
rt = 0 # top arch thickness
rtl = 0 # lower arch thickness
ts = 0 # Opening side thickness, if greater than average width, replaces it.
c = 0 # top arch corner position (for low arches), distance from the top of the straight sides
cl = 0 # lower arch corner position (for low arches), distance from the top of the straight sides
# form = 0 # arch type (unused for now)
# b = 0. # back face bevel distance, like an arrow slit
v = 0. # top arch height
vl = 0. # lower arch height
# variable "s" is used for "side" in the "edge" function.
# it is a signed int, multiplied by the width to get + or - of the center
def btm(self):
if self.vl <= self.w / 2:
return self.z - self.h / 2 - self.vl - self.rtl
else:
return self.z - sqrt((self.rl + self.rtl) ** 2 - (self.rl - self.w / 2) ** 2) - self.h / 2
def top(self):
if self.v <= self.w / 2:
return self.z + self.h / 2 + self.v + self.rt
else:
return sqrt((self.r + self.rt) ** 2 - (self.r - self.w / 2) ** 2) + self.z + self.h / 2
# crits returns the critical split points, or discontinuities, used for making rows
def crits(self):
critlist = []
if self.vl > 0: # for lower arch
# add the top point if it is pointed
# if self.vl >= self.w/2.: critlist.append(self.btm())
if self.vl < self.w / 2.: # else: for low arches, with wedge blocks under them
# critlist.append(self.btm())
critlist.append(self.z - self.h / 2 - self.cl)
if self.h > 0: # if it has a height, append points at the top and bottom of the main square section
critlist += [self.z - self.h / 2, self.z + self.h / 2]
else: # otherwise, append just one in the center
critlist.append(self.z)
if self.v > 0: # for the upper arch
if self.v < self.w / 2: # add the splits for the upper wedge blocks, if needed
critlist.append(self.z + self.h / 2 + self.c)
# critlist.append(self.top())
# otherwise just add the top point, if it is pointed
# else: critlist.append(self.top())
return critlist
# get the side position of the opening.
# ht is the z position; s is the side: 1 for right, -1 for left
# if the height passed is above or below the opening, return None
def edgeS(self, ht, s):
# set the row radius: 1 for standard wall (flat)
if radialized:
if slope:
r1 = abs(dims['t'] * sin(ht * PI / (dims['t'] * 2)))
else:
r1 = abs(ht)
else:
r1 = 1
# Go through all the options, and return the correct value
if ht < self.btm(): # too low
return None
elif ht > self.top(): # too high
return None
# Check for circ returning None - prevent TypeError (script failure) with float.
# in this range, pass the lower arch info
elif ht <= self.z - self.h / 2 - self.cl:
if self.vl > self.w / 2:
circVal = circ(ht - self.z + self.h / 2, self.rl + self.rtl)
if circVal is None:
return None
else:
return self.x + s * (self.w / 2. - self.rl + circVal) / r1
else:
circVal = circ(ht - self.z + self.h / 2 + self.vl - self.rl, self.rl + self.rtl)
if circVal is None:
return None
else:
return self.x + s * circVal / r1
# in this range, pass the top arch info
elif ht >= self.z + self.h / 2 + self.c:
if self.v > self.w / 2:
circVal = circ(ht - self.z - self.h / 2, self.r + self.rt)
if circVal is None:
return None
else:
return self.x + s * (self.w / 2. - self.r + circVal) / r1
else:
circVal = circ(ht - (self.z + self.h / 2 + self.v - self.r), self.r + self.rt)
if circVal is None:
return None
else:
return self.x + s * circVal / r1
# in this range pass the lower corner edge info
elif ht <= self.z - self.h / 2:
d = sqrt(self.rtl ** 2 - self.cl ** 2)
if self.cl > self.rtl / sqrt(2.):
return self.x + s * (self.w / 2 + (self.z - self.h / 2 - ht) * d / self.cl) / r1
else:
return self.x + s * (self.w / 2 + d) / r1
# in this range pass the upper corner edge info
elif ht >= self.z + self.h / 2:
d = sqrt(self.rt ** 2 - self.c ** 2)
if self.c > self.rt / sqrt(2.):
return self.x + s * (self.w / 2 + (ht - self.z - self.h / 2) * d / self.c) / r1
else:
return self.x + s * (self.w / 2 + d) / r1
# in this range, pass the middle info (straight sides)
else:
return self.x + s * self.w / 2 / r1
# get the top or bottom of the opening
# ht is the x position; s is the side: 1 for top, -1 for bottom
def edgeV(self, ht, s):
dist = abs(self.x - ht)
def radialAdjust(dist, sideVal):
# take the distance and adjust for radial geometry, return dist
if radialized:
if slope:
dist = dist * abs(dims['t'] * sin(sideVal * PI / (dims['t'] * 2)))
else:
dist = dist * sideVal
return dist
if s > 0: # and (dist <= self.edgeS(self.z + self.h / 2 + self.c, 1) - self.x): # check top down
# hack for radialized masonry, import approx Z instead of self.top()
dist = radialAdjust(dist, self.top())
# no arch on top, flat
if not self.r:
return self.z + self.h / 2
# pointed arch on top
elif self.v > self.w / 2:
circVal = circ(dist - self.w / 2 + self.r, self.r + self.rt)
if circVal is None:
return None
else:
return self.z + self.h / 2 + circVal
else:
circVal = circ(dist, self.r + self.rt)
if circVal is None:
return None
else:
return self.z + self.h / 2 + self.v - self.r + circVal
else: # and (dist <= self.edgeS(self.z - self.h / 2 - self.cl, 1) - self.x): # check bottom up
# hack for radialized masonry, import approx Z instead of self.top()
dist = radialAdjust(dist, self.btm())
# no arch on bottom
if not self.rl:
return self.z - self.h / 2
# pointed arch on bottom
elif self.vl > self.w / 2:
circVal = circ(dist - self.w / 2 + self.rl, self.rl + self.rtl)
if circVal is None:
return None
else:
return self.z - self.h / 2 - circVal
# old conditional? if (dist-self.w / 2 + self.rl) <= (self.rl + self.rtl):
# domed arch on bottom
else:
circVal = circ(dist, self.rl + self.rtl) # dist-self.w / 2 + self.rl
if circVal is None:
return None
else:
return self.z - self.h / 2 - self.vl + self.rl - circVal
# and this never happens - but, leave it as failsafe :)
debug_prints(func="opening.EdgeV",
text="Got all the way out of the edgeV! Not good!")
debug_print_vars("opening x = ", self.x, ", opening z = ", self.z)
return 0.0
def edgeBev(self, ht):
if ht > (self.z + self.h / 2):
return 0.0
if ht < (self.z - self.h / 2):
return 0.0
if radialized:
if slope:
r1 = abs(dims['t'] * sin(ht * PI / (dims['t'] * 2)))
else:
r1 = abs(ht)
else:
r1 = 1
bevel = self.b / r1
return bevel
def __init__(self, xpos, zpos, width, height, archHeight=0, archThk=0,
archHeightLower=0, archThkLower=0, bevel=0, edgeThk=0):
self.x = float(xpos)
self.z = float(zpos)
self.w = float(width)
self.h = float(height)
self.rt = archThk
self.rtl = archThkLower
self.v = archHeight
self.vl = archHeightLower
if self.w <= 0:
self.w = SMALL
# find the upper arch radius
if archHeight >= width / 2:
# just one arch, low long
self.r = (self.v ** 2) / self.w + self.w / 4
elif archHeight <= 0:
# No arches
self.r = 0
self.v = 0
else:
# Two arches
self.r = (self.w ** 2) / (8 * self.v) + self.v / 2.
self.c = self.rt * cos(atan(self.w / (2 * (self.r - self.v))))
# find the lower arch radius
if archHeightLower >= width / 2:
self.rl = (self.vl ** 2) / self.w + self.w / 4
elif archHeightLower <= 0:
self.rl = 0
self.vl = 0
else:
self.rl = (self.w ** 2) / (8 * self.vl) + self.vl / 2.
self.cl = self.rtl * cos(atan(self.w / (2 * (self.rl - self.vl))))
self.b = float(bevel)
self.ts = edgeThk
# class for the whole wall boundaries; a sub-class of "opening"
class openingInvert(opening):
# this is supposed to switch the sides of the opening
# so the wall will properly enclose the whole wall.
def edgeS(self, ht, s):
return opening.edgeS(self, ht, -s)
def edgeV(self, ht, s):
return opening.edgeV(self, ht, -s)
# class rows in the wall
class rowOb:
__doc__ = """\
This is the class for holding the data for individual rows of blocks.
each row is required to have some edge blocks, and can also have
intermediate sections of "normal" blocks.
"""
radius = 1
EdgeOffset = 0.
def FillBlocks(self):
# Set the radius variable, in the case of radial geometry
if radialized:
if slope:
self.radius = dims['t'] * (sin(self.z * PI / (dims['t'] * 2)))
else:
self.radius = self.z
# initialize internal variables from global settings
SetH = settings['h']
SetHwt = settings['hwt']
SetWid = settings['w']
SetWidMin = settings['wm']
SetWidVar = settings['wv']
SetGrt = settings['g']
SetGrtVar = settings['gv']
SetRowHeightLink = settings['rwhl']
SetDepth = settings['d']
SetDepthVar = settings['dv']
# height weight, used for making shorter rows have narrower blocks, and vice-versa
hwt = ((self.h / SetH - 1) * SetHwt + 1)
# set variables for persistent values: loop optimization, readability, single ref for changes.
avgDist = hwt * SetWid / self.radius
minDist = SetWidMin / self.radius
deviation = hwt * SetWidVar / self.radius
grtOffset = SetGrt / (2 * self.radius)
# init loop variables that may change...
grt = (SetGrt + rndc() * SetGrtVar) / (self.radius)
ThisBlockHeight = self.h + rndc() * (1 - SetRowHeightLink) * SetGrtVar
ThisBlockDepth = rndd() * SetDepthVar + SetDepth
for segment in self.RowSegments:
divs = fill(segment[0] + grtOffset, segment[1] - grtOffset, avgDist, minDist, deviation)
# loop through the divisions, adding blocks for each one
for i in range(len(divs) - 1):
ThisBlockx = (divs[i] + divs[i + 1]) / 2
ThisBlockw = divs[i + 1] - divs[i] - grt
self.BlocksNorm.append([ThisBlockx, self.z, ThisBlockw, ThisBlockHeight, ThisBlockDepth, None])
if SetDepthVar: # vary depth
ThisBlockDepth = rndd() * SetDepthVar + SetDepth
if SetGrtVar: # vary grout
grt = (SetGrt + rndc() * SetGrtVar) / (self.radius)
ThisBlockHeight = self.h + rndc() * (1 - SetRowHeightLink) * SetGrtVar
def __init__(self, centerheight, rowheight, edgeoffset=0.):
self.z = float(centerheight)
self.h = float(rowheight)
self.EdgeOffset = float(edgeoffset)
# THIS INITIALIZATION IS IMPORTANT! OTHERWISE ALL OBJECTS WILL HAVE THE SAME LISTS!
self.BlocksEdge = []
self.RowSegments = []
self.BlocksNorm = []
def arch(ra, rt, x, z, archStart, archEnd, bevel, bevAngle, vll):
__doc__ = """\
Makes a list of faces and vertexes for arches.
ra: the radius of the arch, to the center of the bricks
rt: the thickness of the arch
x: x center location of the circular arc, as if the arch opening were centered on x = 0
z: z center location of the arch
anglebeg: start angle of the arch, in radians, from vertical?
angleend: end angle of the arch, in radians, from vertical?
bevel: how much to bevel the inside of the arch.
vll: how long is the vertex list already?
"""
avlist = []
aflist = []
# initialize internal variables for global settings
SetGrt = settings['g']
SetGrtVar = settings['gv']
SetDepth = settings['d']
SetDepthVar = settings['dv']
# Init loop variables
def bevelEdgeOffset(offsets, bevel, side):
"""
Take the block offsets and modify it for the correct bevel.
offsets = the offset list. See MakeABlock
bevel = how much to offset the edge
side = -1 for left (right side), 1 for right (left side)
"""
left = (0, 2, 3)
right = (4, 6, 7)
if side == 1:
pointsToAffect = right
else:
pointsToAffect = left
for num in pointsToAffect:
offsets[num] = offsets[num][:]
offsets[num][0] += -bevel * side
ArchInner = ra - rt / 2
ArchOuter = ra + rt / 2 - SetGrt + rndc() * SetGrtVar
DepthBack = - SetDepth / 2 - rndc() * SetDepthVar
DepthFront = SetDepth / 2 + rndc() * SetDepthVar
if radialized:
subdivision = settings['sdv']
else:
subdivision = 0.12
grt = (SetGrt + rndc() * SetGrtVar) / (2 * ra) # init grout offset for loop
# set up the offsets, it will be the same for every block
offsets = ([[0] * 2 + [bevel]] + [[0] * 3] * 3) * 2
# make the divisions in the "length" of the arch
divs = fill(archStart, archEnd, settings['w'] / ra, settings['wm'] / ra, settings['wv'] / ra)
for i in range(len(divs) - 1):
if i == 0:
ThisOffset = offsets[:]
bevelEdgeOffset(ThisOffset, bevAngle, - 1)
elif i == len(divs) - 2:
ThisOffset = offsets[:]
bevelEdgeOffset(ThisOffset, bevAngle, 1)
else:
ThisOffset = offsets
geom = MakeABlock(
[divs[i] + grt, divs[i + 1] - grt, ArchInner, ArchOuter, DepthBack, DepthFront],
subdivision, len(avlist) + vll, ThisOffset, [], None, ra
)
avlist += geom[0]
aflist += geom[1]
if SetDepthVar: # vary depth
DepthBack = -SetDepth / 2 - rndc() * SetDepthVar
DepthFront = SetDepth / 2 + rndc() * SetDepthVar
if SetGrtVar: # vary grout
grt = (settings['g'] + rndc() * SetGrtVar) / (2 * ra)
ArchOuter = ra + rt / 2 - SetGrt + rndc() * SetGrtVar
for i, vert in enumerate(avlist):
v0 = vert[2] * sin(vert[0]) + x
v1 = vert[1]
v2 = vert[2] * cos(vert[0]) + z
if radialized == 1:
if slope == 1:
r1 = dims['t'] * (sin(v2 * PI / (dims['t'] * 2)))
else:
r1 = v2
v0 = v0 / r1
avlist[i] = [v0, v1, v2]
return (avlist, aflist)
def sketch():
The 'sketch' function creates a list of openings from the general specifications passed to it.
It takes curved and domed walls into account, placing the openings at the appropriate angular locations
"""
boundlist = []
for x in openingSpecs:
if x['rp']:
if radialized:
r1 = x['z']
else:
r1 = 1
if x['x'] > (x['w'] + settings['wm']):
spacing = x['x'] / r1
else:
spacing = (x['w'] + settings['wm']) / r1
minspacing = (x['w'] + settings['wm']) / r1
divs = fill(dims['s'], dims['e'], spacing, minspacing, center=1)
for posidx in range(len(divs) - 2):
boundlist.append(opening(divs[posidx + 1], x['z'], x['w'], x['h'],
x['v'], x['t'], x['vl'], x['tl'], x['b']))
else:
boundlist.append(opening(x['x'], x['z'], x['w'], x['h'], x['v'], x['t'], x['vl'], x['tl'], x['b']))
# check for overlapping edges?
return boundlist
def wedgeBlocks(row, opening, leftPos, rightPos, edgeBinary, r1):
__doc__ = """\
Makes wedge blocks for the left and right sides, depending
example:
wedgeBlocks(row, LeftWedgeEdge, LNerEdge, LEB, r1)
wedgeBlocks(row, RNerEdge, RightWedgeEdge, REB, r1)
"""
wedgeEdges = fill(leftPos, rightPos, settings['w'] / r1, settings['wm'] / r1,
settings['wv'] / r1)
for i in range(len(wedgeEdges) - 1):
x = (wedgeEdges[i + 1] + wedgeEdges[i]) / 2
grt = (settings['g'] + rndd() * settings['gv']) / r1
w = wedgeEdges[i + 1] - wedgeEdges[i] - grt
ThisBlockDepth = rndd() * settings['dv'] + settings['d']
# edgeV may return "None" - causing TypeError for math op.
# use 0 until wedgeBlocks operation worked out
edgeVal = opening.edgeV(x - w / 2, edgeBinary)
if edgeVal is None:
edgeVal = 0.0
LeftVertOffset = -(row.z - (row.h / 2) * edgeBinary - edgeVal)
# edgeV may return "None" - causing TypeError for math op.
# use 0 until wedgeBlocks operation worked out
edgeVal = opening.edgeV(x + w / 2, edgeBinary)
if edgeVal is None:
edgeVal = 0.0
RightVertOffset = -(row.z - (row.h / 2) * edgeBinary - edgeVal)
# Wedges are on top = off, blank, off, blank
# Wedges are on btm = blank, off, blank, off
ThisBlockOffsets = [[0, 0, LeftVertOffset]] * 2 + [[0] * 3] * 2 + [[0, 0, RightVertOffset]] * 2
# Insert or append "blank" for top or bottom wedges.
if edgeBinary == 1:
ThisBlockOffsets = ThisBlockOffsets + [[0] * 3] * 2
else:
ThisBlockOffsets = [[0] * 3] * 2 + ThisBlockOffsets
row.BlocksEdge.append([x, row.z, w, row.h, ThisBlockDepth, ThisBlockOffsets])
return None
def bevelBlockOffsets(offsets, bevel, side):
"""
Take the block offsets and modify it for the correct bevel.
offsets = the offset list. See MakeABlock
bevel = how much to offset the edge
side = -1 for left (right side), 1 for right (left side)
"""
if side == 1:
pointsToAffect = (0, 2) # right
else:
pointsToAffect = (4, 6) # left
for num in pointsToAffect:
offsets[num] = offsets[num][:]
offsets[num][0] += bevel * side
def rowProcessing(row, Thesketch, WallBoundaries):
__doc__ = """\
Take row and opening data and process a single row, adding edge and fill blocks to the row data.
"""
# set end blocks
# check for openings, record top and bottom of row for right and left of each
# if both top and bottom intersect create blocks on each edge, appropriate to the size of the overlap
# if only one side intersects, run fill to get edge positions, but this should never happen
if radialized: # this checks for radial stonework, and sets the row radius if required
if slope:
r1 = abs(dims['t'] * sin(row.z * PI / (dims['t'] * 2)))
else:
r1 = abs(row.z)
else:
r1 = 1
# set the edge grout thickness, especially with radial stonework in mind
edgrt = settings['ge'] * (settings['g'] / 2 + rndc() * settings['gv']) / (2 * r1)
# Sets up a list of intersections of top of row with openings,
# from left to right [left edge of opening, right edge of opening, etc...]
# initially just the left and right edge of the wall
edgetop = [[dims['s'] + row.EdgeOffset / r1 + edgrt, WallBoundaries],